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authorteravus2013-08-07 21:22:04 -0500
committerteravus2013-08-07 21:22:04 -0500
commit99a4a914887c16483074b0145b9b6da765ac024a (patch)
tree5962630507e94947ae39ffb75c82d803b469d59a /OpenSim/Region/ClientStack/Linden
parentminor: Remove console lines at bottom of FakeParcelIDTests() regression test ... (diff)
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* This makes in-world terrain editing smoother, even in MegaRegions. This change only affects the editing user's experience. Non-editing users will see nothing different from the current 'slow' result. See comments for the thought process and how the issues surrounding terrain editing, cache, bandwidth, threading, terrain patch reliability and throttling were balanced.
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs33
1 files changed, 30 insertions, 3 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 8b2440a..0dbce2f 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
327 private PriorityQueue m_entityProps; 327 private PriorityQueue m_entityProps;
328 private Prioritizer m_prioritizer; 328 private Prioritizer m_prioritizer;
329 private bool m_disableFacelights = false; 329 private bool m_disableFacelights = false;
330 330 private volatile bool m_justEditedTerrain = false;
331 /// <value> 331 /// <value>
332 /// List used in construction of data blocks for an object update packet. This is to stop us having to 332 /// List used in construction of data blocks for an object update packet. This is to stop us having to
333 /// continually recreate it. 333 /// continually recreate it.
@@ -1239,9 +1239,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1239 LLHeightFieldMoronize(map); 1239 LLHeightFieldMoronize(map);
1240 1240
1241 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1241 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1242 layerpack.Header.Reliable = true; 1242
1243 // When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
1244 // To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.
1245 // We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area
1246 // invalidating previous packets for that area.
1243 1247
1244 OutPacket(layerpack, ThrottleOutPacketType.Land); 1248 // It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a
1249 // tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower.
1250
1251 // One last note on this topic, by the time users are going to be editing the terrain, it's extremely likely that the sim will
1252 // have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain
1253 // patches.
1254
1255 // m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss.
1256 if (m_justEditedTerrain)
1257 {
1258 layerpack.Header.Reliable = false;
1259 OutPacket(layerpack,
1260 ThrottleOutPacketType.Unknown );
1261 }
1262 else
1263 {
1264 layerpack.Header.Reliable = true;
1265 OutPacket(layerpack,
1266 ThrottleOutPacketType.Land);
1267 }
1245 } 1268 }
1246 catch (Exception e) 1269 catch (Exception e)
1247 { 1270 {
@@ -6263,6 +6286,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6263 //m_log.Info("[LAND]: LAND:" + modify.ToString()); 6286 //m_log.Info("[LAND]: LAND:" + modify.ToString());
6264 if (modify.ParcelData.Length > 0) 6287 if (modify.ParcelData.Length > 0)
6265 { 6288 {
6289 // Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
6290 // a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
6291 m_justEditedTerrain = true; // Prevent terrain packet (Land layer) from being queued, make it unreliable
6266 if (OnModifyTerrain != null) 6292 if (OnModifyTerrain != null)
6267 { 6293 {
6268 for (int i = 0; i < modify.ParcelData.Length; i++) 6294 for (int i = 0; i < modify.ParcelData.Length; i++)
@@ -6278,6 +6304,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6278 } 6304 }
6279 } 6305 }
6280 } 6306 }
6307 m_justEditedTerrain = false; // Queue terrain packet (Land layer) if necessary, make it reliable again
6281 } 6308 }
6282 6309
6283 return true; 6310 return true;